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GameFramework.GameSpecialMove

Extends
Object
Modifiers
config ( Pawn ) native ( SpecialMoves ) abstract

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- GameFramework.GameSpecialMove

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
boolbForcePrecisePosition
boolbLastCanDoSpecialMove
boolbReachedPreciseDestination
boolbReachedPreciseRotation
boolbReachPreciseDestination
boolbReachPreciseRotation
NameHandle
floatLastCanDoSpecialMoveTime
GamePawnPawnOwner
ActorPreciseDestBase
vectorPreciseDestination
vectorPreciseDestRelOffset
RotatorPreciseRotation
floatPreciseRotationInterpolationTime
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionbool CanChainMove (Name NextMove ))
functionbool CanDoSpecialMove (optional bool bForceCheck ))
functionbool CanOverrideMoveWith (Name NewMove ))
functionbool CanOverrideSpecialMove (Name InMove ))
function ExtractSpecialMoveFlags (int Flags)
function ForcePawnRotation (Pawn P, Rotator NewRotation)
function InitSpecialMove (GamePawn InPawn, Name InHandle ))
function InitSpecialMoveFlags (out int out_Flags)
functionbool InternalCanDoSpecialMove ()))
functionbool MessageEvent (Name EventName, Object Sender))
event ReachedPrecisePosition ()
functionvector RelativeToWorldOffset (Rotator InRotation, Vector RelativeSpaceOffset) con)
function ResetFacePreciseRotation ()
function SetFacePreciseRotation (rotator RotationToFace, float InterpolationTime)
function SetReachPreciseDestination (vector DestinationToReach, optional bool bCancel)
functionbool ShouldReplicate ()))
function SpecialMoveEnded (Name PrevMove, Name NextMove)
function SpecialMoveFlagsUpdated ()
function SpecialMoveStarted (bool bForced, Name PrevMove)
function Tick (float DeltaTime)
functionvector WorldToRelativeOffset (Rotator InRotation, Vector WorldSpaceOffset) con)
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bForcePrecisePosition Source code

var bool bForcePrecisePosition;
PrecisePosition will not be enforced on non-owning instance unless this flag is set

bLastCanDoSpecialMove Source code

var private bool bLastCanDoSpecialMove;
Can we do the current special move?

bReachedPreciseDestination Source code

var const bool bReachedPreciseDestination;
Flag set when Pawn reached precise location

bReachedPreciseRotation Source code

var const bool bReachedPreciseRotation;
Flag set when pawn reached precise rotation

bReachPreciseDestination Source code

var const bool bReachPreciseDestination;
Flag used when moving Pawn to a precise location

bReachPreciseRotation Source code

var const bool bReachPreciseRotation;
Flag used when rotating pawn to a precise rotation

Handle Source code

var Name Handle;
Named handle of this special move

LastCanDoSpecialMoveTime Source code

var transient float LastCanDoSpecialMoveTime;
Last time CanDoSpecialMove was called.

PawnOwner Source code

var GamePawn PawnOwner;
Owner of this special move

PreciseDestBase Source code

var const Actor PreciseDestBase;

PreciseDestination Source code

var const vector PreciseDestination;
World location to reach

PreciseDestRelOffset Source code

var const vector PreciseDestRelOffset;

PreciseRotation Source code

var const Rotator PreciseRotation;
World rotation to face

PreciseRotationInterpolationTime Source code

var const float PreciseRotationInterpolationTime;
Time to interpolate Pawn's rotation


Functions Detail

CanChainMove Source code

function bool CanChainMove ( Name NextMove ) )
Can the special move be chained after the current one finishes?

CanDoSpecialMove Source code

final function bool CanDoSpecialMove ( optional bool bForceCheck ) )
Public accessor to see if this special move can be done, handles caching the results for a single frame.
@param bForceCheck - Allows you to skip the single frame condition (which will be incorrect on clients since LastCanDoSpecialMoveTime isn't replicated)

CanOverrideMoveWith Source code

function bool CanOverrideMoveWith ( Name NewMove ) )
Can a new special move override this one before it is finished? This is only if CanDoSpecialMove() == TRUE && !bForce when starting it.

CanOverrideSpecialMove Source code

function bool CanOverrideSpecialMove ( Name InMove ) )
Can this special move override InMove if it is currently playing?

ExtractSpecialMoveFlags Source code

function ExtractSpecialMoveFlags ( int Flags )
Give special move a chance to pull info out of flags

ForcePawnRotation Source code

final native function ForcePawnRotation ( Pawn P, Rotator NewRotation )
Forces Pawn's rotation to a given Rotator

InitSpecialMove Source code

function InitSpecialMove ( GamePawn InPawn, Name InHandle ) )

InitSpecialMoveFlags Source code

function InitSpecialMoveFlags ( out int out_Flags )
Give special move a chance to set info flags

InternalCanDoSpecialMove Source code

protected function bool InternalCanDoSpecialMove ( ) )
Checks to see if this Special Move can be done.

MessageEvent Source code

function bool MessageEvent ( Name EventName, Object Sender) )
Generic function to send message events to SpecialMoves. Returns TRUE if message has been processed correctly.

ReachedPrecisePosition Source code

event ReachedPrecisePosition ( )
Event sent when Pawn has reached precise position. PreciseRotation or PreciseLocation, or Both. When both Rotation and Location are set, the event is fired just once, after the Pawn has reached both.

RelativeToWorldOffset Source code

native final const function vector RelativeToWorldOffset ( Rotator InRotation, Vector RelativeSpaceOffset) con )

ResetFacePreciseRotation Source code

native final function ResetFacePreciseRotation ( )
Reset FacePreciseRotation related vars Otherwise, these vars will be carried over to next action vars are const in script - so need native interface

SetFacePreciseRotation Source code

native final function SetFacePreciseRotation ( rotator RotationToFace, float InterpolationTime )
Force Pawn to face a specific rotation.
@param RotationToFace Rotation for Pawn to face.
@param InterpolationTime Time it takes for Pawn to face given rotation.

SetReachPreciseDestination Source code

native final function SetReachPreciseDestination ( vector DestinationToReach, optional bool bCancel )
Send Pawn to reach a precise destination. ReachedPrecisePosition() event will be called when Pawn reaches destination. This tries to get the Pawn as close as possible from DestinationToReach in 2D space (so Z is ignored). This doesn't use the path network, so PawnOwner should be already fairly close to destination. A TimeOut should be used to prevent the Pawn from being stuck.
@param DestinationToReach point in world space to reach. (Z ignored).
@param bCancel if TRUE, this will cancel any current PreciseDestination movement.

ShouldReplicate Source code

function bool ShouldReplicate ( ) )
Should this special move be replicated to non-owning clients?

SpecialMoveEnded Source code

function SpecialMoveEnded ( Name PrevMove, Name NextMove )
Event called when Special Move is finished.

SpecialMoveFlagsUpdated Source code

function SpecialMoveFlagsUpdated ( )
called when DoSpecialMove() is called again with this special move, but the special move flags have changed

SpecialMoveStarted Source code

function SpecialMoveStarted ( bool bForced, Name PrevMove )
Event called when Special Move is started.

Tick Source code

function Tick ( float DeltaTime )
Script Tick function.

WorldToRelativeOffset Source code

native final const function vector WorldToRelativeOffset ( Rotator InRotation, Vector WorldSpaceOffset) con )
Turn a World Space location into an Actor Space relative location.


Defaultproperties

defaultproperties
{
}

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Creation time: ti 22-3-2011 19:56:49.580 - Created with UnCodeX